maybe somebody could help me with some thinhgs I don't understand yet.
I've read the book Practical Rendering & Computation with Direct3D11 and read the source code that belongs to the book.
I pretty much understand what he does. But there are some questions where I'm not sure:
-Is it common to wrap up everything in that way it is done there? Cause I looked over other source codes and I couldn't find another renderer that is split up that heavy. (Maybe performance?)
- I've read very often that it's not a good idea to let the models render them selves, but there we got Entities that got a render method. That methods loads the pipeline with the instructions and let it draw it. Is this now how it should be done or not?
- There are more apps (for ex deffered rendering or ambient occlusion) that inherit from the base app. If I would do a framework and use it in a game: I wpould have for example do a deffered renderer that inherits from it and send my render queue to it? or even a forward renderer and so on?
- Everytime he inherits the app there is pretty much to do again. Is it the way it would be done, or is it more common to get the initialization somehow together that works somehow generic? so i just would have a call like
for(i < rq.length; i++)
rq[i].render(); //here are some renderables in.
Edited by Alex B., 14 January 2014 - 06:22 AM.